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Simpsons Hit and Run source code (2003)

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Re: Simpsons Hit and Run source code (2003)

#91

This is the most clean, grokkable, readable C++ code I think I've ever read. I feel like most open source C++ projects I read in non-game spaces are just a complete mess of indecipherable syntax. Is this game code uniquely well written or am I often looking at the wrong codebases?

> I feel like most open source C++ projects I read in non-game spaces are just a complete mess of indecipherable syntax.

This is because a lot of C++'s idioms are a) very old (stemming back from C++98, and slowly morphing with each version) and b) extremely conservative. Ideas that are important to more "modern" languages like KISS and "nothing magic" apply much less, as efficiency is generally more focused on. Especially in systems and embedded development.

> Is this game code uniquely well written or am I often looking at the wrong codebases?

I would say it's multi-faceted. Firstly, the codebases you're referring to probably aren't nearly as messy or archaic to primarily C++ developers. They just seem that way to outsiders; though there are plenty of messy codebases. Secondly, gamedev has it's own paradigms and idioms that are generally structured more agnostically and modular.

That all being said, I would say modern codebases built in C++11 and newer are much "cleaner" for non-C++ developers with more modern idioms.

Re: Simpsons Hit and Run source code (2003)

#93
post #70

Earlier quoted context omitted.

Hey - thank you for Dawn of War. My gateway drug into the long dark spiral of plastic and paint despair that is Warhammer 40k. Amazing game.

Apparently Boltgun (new FPS) is a 40K game and has been getting rave reviews from FPS youTubers

Boltgun is fantastic if you like Quake, it's pretty much what it is. A modern Quake in 2.5D/3D in the WH40K universe.

Re: Simpsons Hit and Run source code (2003)

#94
post #17

This is a blast from a previous lifetime! I worked at Relic Entertainment during that time. Both Relic and Radical's offices were in Yaletown in Vancouver at that time, IIRC. Radical ended up moving to Main & Terminal. I worked on Company of Heroes and Dawn of War during this era. The code looks very familiar. It's the same style of C++. The code looks very similar to Homeworld. https://github.com/HomeworldSDL/Homewo…

DoW is an all time favorite, best RTS ever made.

Re: Simpsons Hit and Run source code (2003)

#95
post #79

Earlier quoted context omitted.

Yeah, I truly lament the ruination of the Company of Heroes series. The newest installment, CoH3, is so atrociously soulless, greedy and straight-up broken that it's basically almost mocking the playerbase. Similar things are happening with the Men of War franchise (a similar but more realistic game).... enshittification is happening everywhere, and nothing is becoming better.

The problem with making a great game is that people will play it forever. CoH was amazing. CoH2 was eh. And CoH3 is atrocious. I hate SaaS with a passion, but it provides a financial incentive to continue improving an already great product.

>I hate SaaS with a passion, but it provides a financial incentive to continue improving an already great product

In theory but every game I liked initially that went down that route turned to garbage. Destiny and Overwatch come to mind. The game aesthetics and world deteriorate as stupider and stupider cosmetics flood the game. Less and less time is spent in great content and more on increasingly IAP abusing events that qualify less and less as games.

Would be interested to hear a counter example but I think there is good reason no gamer gets excited hearing a game is gonna be SAAS/“live service”

Re: Simpsons Hit and Run source code (2003)

#96
post #46

The release note has some nasty casual homophobia. Eurgh. https://github.com/Svxy/The-Simpsons-Hit-and-Run/releases/ta...

I say we cancel them. Get the torches and pitchforks!

I really dislike this tendency to (implicitly) exaggerate what people are saying when they point out homophobia or other such prejudices. It kills any possibility of a sensible conversation. No-one in this thread has called for anyone to be ‘canceled’.

Re: Simpsons Hit and Run source code (2003)

#97
post #59
post #13

For fans of the game, Reubs on YouTube[0] has been remaking the entire game and all its assets using modern engine/tools/etc. It’ll obviously (but regrettably) never get released to the general public, but it’s fun to watch and see what maybe could’ve been. [0] https://youtube.com/@reubs

I don't understand that, why spend so much time making something only to never release it?

Releasing the videos scratches the itch enough.

Re: Simpsons Hit and Run source code (2003)

#99
post #17

This is a blast from a previous lifetime! I worked at Relic Entertainment during that time. Both Relic and Radical's offices were in Yaletown in Vancouver at that time, IIRC. Radical ended up moving to Main & Terminal. I worked on Company of Heroes and Dawn of War during this era. The code looks very familiar. It's the same style of C++. The code looks very similar to Homeworld. https://github.com/HomeworldSDL/Homewo…

Yeah, I truly lament the ruination of the Company of Heroes series. The newest installment, CoH3, is so atrociously soulless, greedy and straight-up broken that it's basically almost mocking the playerbase. Similar things are happening with the Men of War franchise (a similar but more realistic game).... enshittification is happening everywhere, and nothing is becoming better.

> Yeah, I truly lament the ruination of the Company of Heroes series.

The original CoH felt like such a well balanced and interesting game!

I have to say that oddly enough Iron Harvest has a similar feel to it, gameplay wise, even if the setting is different.

Then, you already mentioned Men of War, there's also Call to Arms, both of which still seem decent in my mind.

Where available, community made mods can be a nice touch! The community for those isn't too large, though, given the somewhat niche genre. There are also some free RTS games like Beyond All Reason (though it's more similar to Total Annihilation), or some others made in the Spring engine: https://springrts.com/wiki/Games

Very few WW2 themed ones, though. I'd also mention Steel Division, the first game of which had great balance, but the second game in the series feels almost too large scale for me (like Wargame, less about micro with individual units).

Re: Simpsons Hit and Run source code (2003)

#100
post #94
post #17

This is a blast from a previous lifetime! I worked at Relic Entertainment during that time. Both Relic and Radical's offices were in Yaletown in Vancouver at that time, IIRC. Radical ended up moving to Main & Terminal. I worked on Company of Heroes and Dawn of War during this era. The code looks very familiar. It's the same style of C++. The code looks very similar to Homeworld. https://github.com/HomeworldSDL/Homewo…

DoW is an all time favorite, best RTS ever made.

Second best, with Homeworld being the best RTS ever made ;)
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